• Title/Summary/Keyword: 게임역량

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ITRC탐방 / 차세대 지능형 멀티미디어 방송기술 개발의 '선봉장'

  • Sin, Jong-Hun
    • Digital Contents
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    • no.5 s.120
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    • pp.88-92
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    • 2003
  • 정보통신부는 지난 2000년부터 IT 연구분야 인력양성사업의 일환으로 전국의 IT분야 대학연구센터 중에서 우수한 센터 32개를 ITRC(Information Technology Research Center)를 선정, 집중적인 지원을 해 오고 있다. 이 사업의 목적은 석·박사급 고급인력이 결집돼 있는 대학의 IT분야 연구역량을 강화해 IT산업 발전에 필요한 핵심 기반 기술을 전략적으로 연구하고, 관련 전문인력을 집중 육성하고자 함에 있다.이에 월간 <디지털콘텐츠>는 32개 ITRC 가운데 디지털콘텐츠와 관련된 4개 ITRC(아주대 게임애니메이션센터, 연세대 차세대방송기술연구센터, 이화여대 컴퓨터그래픽스/가상현실연구센터, 동신대 멀디미디어콘텐츠연구센터)에 대한 탐방기사를 게재할 예정이다. 그 첫번째로 아주대학교 '게임애니메이션센터'를 취재했다

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A Study on the Effect of Reading Education Program on Self-Esteem and Reading Attitude: the Case of M High School Students (독서교육프로그램의 자아존중감 및 독서태도에 대한 영향 - M고등학교 학생을 대상으로 -)

  • Kang, Sun-Sook;Oh, Eui-Kyung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.3
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    • pp.235-253
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    • 2016
  • The purpose of this study is to investigate the effect of reading education program for high school on students' self-esteem and reading attitude and satisfaction of students through the whole reading education process. The program that consists of 10 classes was developed and reading education was conducted. Through analysis of pre-post variance in self-esteem and reading attitude, effects of reading education has been proved. Also, satisfaction as evaluation about the whole reading education process was surveyed. As a result, it was found that reading education that uses program based on board game affects high school students' self-esteem and reading attitude, enhances reading attitude and promotes reading motivation.

A Study on Game Development for Strategic Human Resource Management (전략적 인적자원관리 게임 개발에 관한 연구)

  • Jeon, JoongYang;Bae, Soon-Han
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.129-137
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    • 2012
  • Entering $21^{st}$ Century, the most critical keyword for companies is change and innovation. To achieve it, Obtaining right person becomes more and more important to those companies. It is not only supported by managers in business world but also by academia. However it is not easy to obtain right persons who have right experiences and knowledges. Therefore, the purpose of this study is to build strategic system which support help to hire and manage human resource. In this study, the suggested system is a type of strategic simulation game and job seeker can get several opportunities to be hired by joining the game. this system would help for companies to manage and hire right persons and there will be extra business opportunities. In conclusion, this system based on strategic simulation game would help human resource management and also promote job market and exchanging and trading companies' information and knowledge as well.

Development of Game Programming Education Model 4E for Pre-Service Teachers (예비교사를 위한 게임 프로그래밍 교육모델 4E 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.561-571
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    • 2019
  • Programming education generally includes problem analysis process, automation through algorithms and programming, and generalization process. It is a good software education method for students in improving computing thinking. However, it was found that beginners had difficulties in understanding instruction usage, writing algorithms, and implementing programming. In this study, we developed a game programming education model and curriculum for programming education of pre-service teachers. The 4E model consisted of empathy, exploration, engagement and evaluation. In addition, it is configured to learn game core elements and core command blocks by each stage. To help the pre-service teachers understand the use of various programming blocks, a three-step teaching and learning method was presented, consisting of example learning, self-game creation, and team-based projects. As a result of applying and verifying the curriculum for 15 weeks, it showed significant results in the 4E model and pre-service teachers' perception of block programming competence and the level of computational thinking on the submitted game project results was also high.

Measures for the Job Creation in the Convergence Content Industry : Focused on the VR/AR Game Industry (융합 콘텐츠 산업의 일자리 창출방안:VR/AR 게임 산업을 중심으로)

  • Kim, Ji-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1110-1116
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    • 2019
  • With the rapid development of scientific technologies and the appearance of new industrial areas, the 4th industrial revolution is rapidly progressed while new values are created and realized by the conversion between industries. The researcher wrote the main questions through the preceding research on domestic and overseas major new technology convergence products and services. The researcher planned the in-depth interview, which is one of the qualitative research methodologies, and conducted the Kano method questionnaire that can embody multidimensional and strategic judgment rather than grasp fragmentary preference trends. According to the results, In addition to strengthening the technical capabilities of the VR/AR game industry, policy needs to raise professional manpower have been raised. Practical workforce development through close collaboration between industry and educational institutions, and continuous supply of human resources through retraining of existing game contents personnel. It gave direction to the creation of new jobs in the VR/AR game industry.

영화산업에서의 이슈와 SW.IT서비스 신시장 창출 기회

  • Joo, Hi-Yeob
    • 한국IT서비스학회:학술대회논문집
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    • 2009.05a
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    • pp.579-583
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    • 2009
  • IT와 SW의 발전은 다양한 산업 분야에서 획기적인 발전을 이루는 계기를 제공해 왔다. 빠른 계산, 자동화, 보다 정확하고 신속한 산출물 제공 등이 현재의 산업 속성과 미래의 발전 전략을 제시해 주고 있다. 특히 상상력과 창의성을 기반으로 차별적인 성과를 낼 수 있는 영화와 애니메이션, 게임 등을 포함하는 엔터테인먼트 산업에서도 IT의 도입은 핵심 역량(Core Competence) 중의 하나로 평가받고 있다. 본 고에서는 영화산업에서 IT서비스와 SW기업이 새로운 시장을 창출할 수 있는 영역에 대해 소개하고, 향후 추진해야 될 방향성을 제시하고자 한다.

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Unplugged Computing Education for Elementary School Traditional Folk Game-based on Yutnori (전통 민속놀이를 이용한 초등학교 언플러그드 컴퓨팅 교육-윷놀이를 중심으로)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.621-628
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    • 2019
  • The 2015 revised curriculum offers elementary students an unplugged computing education as a way to learn the concepts and principles of computer science in an easy and fun way and to improve their computational thinking. Yutnori is a traditional board game unique to Korea, which contains various contents such as history, culture, and science of our people, which helps to cultivate cultural identity of learners, and can effectively promote cooperation and communication among members. In this paper, we examined the possibility that Yutnori could be used as an unplugged computing tool in elementary school software education and convergence education. Korean traditional board game Yutnori has elements that can learn the sun and movements of heavenly bodies as well as sequential, selection, and repetitive algorithm elements. Unplugged activities that apply Korean traditional culture Yutnori is expected to help foster creative convergence talents by improving elementary school students' computational thinking, communication and community.

Development of Creative Problem-Solving Activities for Integrating Mathematics and Information Science: Focusing on the Hat Game for Mathematically Gifted Students (수학 정보과학 융합을 위한 창의적 문제해결 활동 개발: 영재 학생을 대상으로 한 모자 게임을 중심으로)

  • Seo, Jiyoung;Youn, Sang-Gyun
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.439-467
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    • 2022
  • The future society requires not only knowledge but also various competencies, including creativity, cooperative spirit and integrated thinking. This research develops a program for integrating mathematics and information science to enhance important mathematical competencies such as problem-solving and communication. This program does not require much prior knowledge, can be motivated using everyday language and easy-to-access tools, and is based on creative problem-solving activities with multilateral cooperation. The usefulness and rigor of mathematics are emphasized as the number of participants increases in the activities, and theoretical principles stem from the matrix theory over finite fields. Moreover, the activity highlights a connection with error-correcting codes, an important topic in information science. We expect that the real-world contexts of this program contribute to enhancing mathematical communication competence and providing an opportunity to experience the values of mathematics and that this program to be accessible to teachers since coding is not included.

Implementation of Smart Learning Model for Improving Digital Communication Competencies of Middle Aged (중장년층의 디지털 커뮤니케이션 역량 강화를 위한 스마트러닝 모델 적용)

  • Lee, Jeong Eun;Jin, Sun MI
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.522-533
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    • 2014
  • The capability of the digital communication would need to be strengthened for leveraging collaborative knowledge building and problem solving skills of the middle aged people. It was developed and implemented a smart learning model by utilizing the formative intervention based on the logic of change laboratory to target learners of 'K organization', As a results, smart learning model was composited several activities and supporting systems such as learning instructions of Smart Pad, communication games and SNS, using self-diagnosis and making posters and role-playing video by the internet applications. This research is significant that it finds efficient method to fit design of smart learning and the needs of target learners by using them as testbed which is mixed with different background and digital communication experiences.

Strategic implication of an injunctive relief in global IP lawsuits: based on the Samsung vs. Apple litigation in the US (창조경제시대 글로벌 지식재산소송의 기업 전략적 함의에 관한 소고: 삼성-애플 미국 소송의 침해금지명령을 중심으로)

  • Choi, Jisun
    • Journal of Technology Innovation
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    • v.21 no.2
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    • pp.319-354
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    • 2013
  • As creative economy gets attention, the capabilities of transforming creative ideas into intellectual property and utilizing it commercially have become important than ever before. Korea is lack of the capabilities of utilizing intellectual property compared to those of accumulating it. This paper focuses on the strategic implication of an injunctive relief, which has a far-reaching impact on firms' business strategies as well as national industrial competitiveness because losers in lawsuits are expelled from markets. It analyzes the Samsung-Apple global IP lawsuits about smartphones and tablet PCs, which have expanded into 9 countries since 2011 when the Apple filed the IP lawsuit against Samsung in the US for the first time. In particular, this paper analyzes the requirements to get the permanent injunctive relief in the lawsuits of intellectual property from reviewing the ruling in the court of the US in 2012 and draws some implications from the perspective of business/industrial strategies. This paper has some limitations in that the lawsuit are still ongoing and it is the first attempt to find out the clue that connects legal and strategic issues in the rulings. Regardless of the limitations, however, this paper expects to contribute to raising the issues as to the importance of harmonizing the capabilities of managing technology with law, in order to survive under the era of creative economy.

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